~plainCterrain
13 itemsDownload ./*

..
_win_extra
data
src
build_win.log
compile.sh
compilewin.sh
compilewin_test.sh
filelist.log
linecount.sh
linecount.txt
locate.sh
quad
search.sh


terrainfilelist.log
2 KB• 103•  9 months ago•  DownloadRawClose
9 months ago•  103

{}
v--sorting pririty listing for includes

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custom.h // early declarations
custom.c

input.h // input handler
input.c

shaders.h // shader initializations
shaders.c

text.h // text render pipeline
text.c

geometry.h // sphere/cube++
geometry.c

sky.h // sky sphere with sun and moon
sky.c

terrain.h // height map terrain generator
terrain.c

water.h // 3d water waves mesh
water.c

fire.h // fire/spell effect
fire.c

player.h // "player" move handler
player.c

main.c // main

data/* // textures fonts shaders other
(glsl shaders compile on runtime)


+ libraries~ linmath uthash stb_image gl glfw (glew?win) freetype math std time~


compile.sh // gcc command
quad // exec file


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process of using openGL--is setting up buffers and binding before draw

initialization (once) :

create VAO / vertex array
create VBO / vertex buffer
create EBO / element buffer <-- only if using indices

(
glDrawTriangles( // no indices

glDrawElements( // with indices
)

glGenVertexArrays(1,&.. 
glBindVertexArray(..

glGenBuffers(1,&..
glBindBuffer(GL_ARRAY_BUFFER,..
glBufferData(GL_ARRAY_BUFFER,..GL_STATIC/DYNAMIC_DRAW)

// prepare 3x floats for position values for shader
glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,(void*)0)
glEnableVertexAttribArray(0)

// element buffer add if using indices--
glGenBuffers(1,..
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,..
glBufferData(GL_ELEMENT_ARRAY_BUFFER,..GL_STATIC/DYNAMIC_DRAW)

initiation done//

render

glBindVertexArray(VAO)

glDrawElements(GL_TRIANGLE,
||
glDrawElements(GL_TRIANGLE_STRIP













// load height map texture
int width, height, nChannels;
unsigned char *data = stbi_load("resources/heightmaps/iceland_heightmap.png",&width, &height, &nChannels,0);



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